// glaze - 2D rigid body dynamics & game engine
// Copyright (c) 2010, Richard Jewson
// 
// This project also contains work derived from the Chipmunk & APE physics engines.  
// 
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
// 
// * Redistributions of source code must retain the above copyright notice,
//   this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
//   this list of conditions and the following disclaimer in the documentation
//   and/or other materials provided with the distribution.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

package org.rje.glaze.engine.math {
	
	/*
	 * 2D Axis class (linked list enabled)
	 */
	public class Axis {
		
		/*
		 * @public
		 * The axis normal
		 */
		public var n:Vector2D;
		/*
		 * @public
		 * Distance from the origin
		 */
		public var d:Number;
		/*
		 * @public
		 * Linked list pointer
		 */
		public var next:Axis;
		
		public function Axis( n:Vector2D , d:Number ) {
			this.n = n;
			this.d = d;
		}
		
		public function clone():Axis {
			return new Axis( this.n.clone(), this.d );
		}
		
		public function toString():String {
			return ("Axis= " + n.x + ":" + n.y + " d=" + d);
		}
		
	}
	
}
